You know with all of the questions regarding (MC) minimal skin to child and (MP) minimal skin to parent naturally as it applies to creating a model with Zspheres, it would be nice if experienced zbrush modelers would post their zsphere structures next to their preview mesh and included the settings they use in order to have the preview mesh stay somewhat true to the proprtions of the Zspheres. I bring this up for obvious reasons… A lot of times it’s tough to figure out a good working Zsphere convention, for example what is a good formula to eliminate pinching or big gaps in the armpit area of a human model during Zsphere construction etc etc. It would be fantastic if you great modelers out there would share some of your trials and errors in this area. My goal is to create a personal library of base Zsphere structures to start from i.e quadrupeds, bipeds, etc. Almost like a basic template that can be adjusted for each different model. Anyone?
It all depends on the model and the proportions of the character and how close Zspheres are built to one another. It really isn’t a technical process more of an artistic one. Anyway, MC on, 55, Ires 2-4. But again, all of this is relative to the model that you’re trying to create. You also have to remember that Zsphere’s aren’t meant to be a finished result, just the base that you refine. So if there is pinching at a certain area, smooth it. If you can’t get the mass at another area, inflate brush or move brush (or any other brush really) will get you there.
Basically what you’re asking is “How do I make the perfect human from a block of clay” There is no solid, end all be all answer to that question, every artist will give you a different perspective on what route to take, how they learned, etc, etc.
It’s all just digital clay, so play with it, see what works for what you’re trying to do, and then make that part of your work flow. In regards to Zspheres…if any of my students turned in a Zsphere built mesh as a finished result…they fail. Zspheres, like I said, are a great starting point, not an ending point. They get the basic idea down on “paper” and give you the “clay” to do what you need.
I understand that they’re not meant to be the end result, I’ve been an character illustrator for years and I know of the building blocks any piece of art needs at the start but I also believe that those blocks should be built well because if the beginning is wrong then the end has little chance of working so having said that I believe that there is a set of good Zsphere working conventions to put to practice so if anyone has an opinion on they’re Zsphere “isms” the feel work for them based on a biped structure or anything else specific please share them here 
i use zspheres a lot and as goast said it really is particular to the model. normally i just block out my zspheres and then view the adaptive skin, and play with the membrane settings, there is no perfect formula. also there is a really awesome plugin called zsphere tweaks, which allows you to change the settings per sphere, so for instance if you have a hand and that messy intersecting that happens you can use the plugin to change the res of the main hand sphere etc.
honestly with the way zbrush is laid out almost everything requires experimentation i think they do it to force your mind to think creatively.
its all about play.
Is that plugin available for the mac and where can I get it?
post 109, i was hoping you’d search yourself but whatever:
http://www.zbrushcentral.com/zbc/showthread.php?t=3405&page=8&pp=15&highlight=zsphere+tweaks
mac, hmmm, try it who knows.
By asking you I’m searching,
Thanks!
ah i see, well i’ll make sure not to help you again.:rolleyes:
Oh C’mon don’t get upset, I appreciate your help